(Favored Class)Armor/Weapons: Light/Medium/Heavy Armor
Shields (including Tower)
Simple & Martial Weapons
Bonus Feats: One at 1st level & then every even level
Bravery: At 2nd Level gain +1 Will save vs. Fear; increase +1
every 4 levels beyond 2nd. (6th, 10th, 14th, 18th)
Current: +3 vs FearArmor Training(ex): At 3rd level -1 to ACP & +1 to Max Dex allowed;
increases by one every 4 levels after 3rd. (7th, 11th, 15th)
Current: -3ACP, +3 Max Dex allowed
In addition, a fighter can also move at his normal speed
while wearing medium armor. At 7th level, a fighter can move
at his normal speed while wearing heavy armor.
Weapon Training(Ex): Starting at 5th level, a fighter can select one group
of weapons, as noted below. Whenever he attacks with a weapon
from this group, he gains a +1 bonus on attack and damage
rolls.
Every four levels thereafter (9th, 13th, and 17th), a
fighter becomes further trained in another group of weapons.
He gains a +1 bonus on attack and damage rolls when using a
weapon from this group. In addition, the bonuses granted by
previous weapon groups increase by +1 each. For example, when
a fighter reaches 9th level, he receives a +1 bonus on attack
and damage rolls with one weapon group and a +2 bonus on
attack and damage rolls with the weapon group selected at 5th
level. Bonuses granted from overlapping groups do not stack.
Take the highest bonus granted for a weapon if it resides in
two or more groups.
He also adds this bonus to any combat maneuver checks
made with weapons from this group. This bonus also applies to
the fighter's Combat Maneuver Defense when defending against
disarm and sunder attempts made against weapons from this
group. Current Group: Flails +2, Thrown +1

Combat Expertise -4/+4 (General 1st): You can choose to take a
–1 penalty on melee attack rolls and combat maneuver checks to
gain a +1 dodge bonus to your Armor Class. When your base attack
bonus reaches +4, and every +4 thereafter, the penalty increases
by –1 and the dodge bonus increases by +1. You can only choose to
use this feat when you declare that you are making an attack or a
full-attack action with a melee weapon. The effects of this feat
last until your next turn.
Quick Draw (Bonus Human): Can draw weapon as a free action.
Improved Trip (Bonus Fighter 1st): +2 bonus on trip attempts, no AoO.
+2 CMD vs. Trip attempts
Improved Disarm (Bonus Fighter 2nd): +2 Bonus on disarm attempts,
no AoO. +2 CMD vs. Disarm attempts
Weapon Focus Flail (General 3rd): +1 attack bonus with flails
Weapon Specialization Flail (Bonus Fighter 4th): +2 damage bonus
with flails
Combat Reflexes (General 5th): You may make a number of additional attacks
of opportunity per round equal to your Dexterity bonus. With this
feat, you may also make attacks of opportunity while flat-footed.
Greater Trip (Bonus Fighter 6th): You receive a +2 bonus on checks made to
trip a foe. This bonus stacks with the bonus granted by Improved
Trip. Whenever you successfully trip an opponent, that opponent
provokes attacks of opportunity.
Step Up (General 7th): Whenever an adjacent foe attempts to take a 5-ft
step away from you, you may also make a 5-ft step as an immediate
action so long as you end up adjacent to the foe that triggered
this ability. If you take this step, you cannot take a 5-ft step
during your next turn. If you take an action to move during your
next turn, subtract 5 ft from your total movement.
Greater Weapon Focus Flail (Bonus Fighter 8th): Gain a +1 bonus on attack
rolls you make using the selected weapon. This bonus stacks with
other bonuses on attack rolls, including those from Weapon Focus.
Power Attack -4/+8(12) (General 9th level): Can trade a –1 penalty on all
melee attack rolls and combat maneuver checks to gain a +2 bonus
on all melee damage rolls. This bonus to damage is increased by
half (+50%) when an attack with a two-handed weapon, a one
handed weapon using two hands, or a primary natural weapon that
adds 1.5 times Strength modifier on damage rolls. This bonus to
damage is halved (–50%) for attacks with an off-hand weapon or
secondary natural weapon.
When BAB reaches +4, and every 4 points thereafter, the penalty
increases by –1 and the bonus to damage increases by +2.
Lunge (Bonus Fighter 10th): You can increase the reach of your melee
attacks by 5 feet until the end of your turn by taking a –2
penalty to your AC until your next turn. You must decide to
use this ability before any attacks are made.
Felling Smash (General 11th level): If you use the attack action to make
a single melee attack at your highest base attack bonus while using
Power Attack and you hit an opponent, you can spend a swift action
to attempt a trip combat maneuver against that opponent.
Dodge (Bonus Fighter 12th): You gain a +1 dodge bonus to your AC. A
condition that makes you lose your Dex bonus to AC also makes you lose
the benefits of this feat.

Size: Medium
Gender: Male
Age: 19
Height: 6' 2"
Weight: 210 lbs
Hair Color: Black
Eye Color: Blue
Skin Color: Tanned
Appearance: Tall and muscular build with tanned skin, Black hair,
facial hair trimmed beard
Demeanor: Boisterous and daring, not afraid to speak his mind.
Faithful and a team player, but can be uncouth and a jerk.
Generally not an idiot and is a tactician.
Background:
Borric has always been a traveling man, having gone to sea at a young
age he traveled the through many coastal towns and cities throughout his
teenage years. He learned some skills aboard ship, but mainly he was
most useful for his strong back. He continued to grow become a large
muscular and tall young man.
After getting older he left the shipboard life and traveled from city
to city looking for a little adventure. Generally his skill with weapons
kept him out of trouble, that his tongue got him into. He spent some
time as a soldier for hire guarding caravans as he traveled from place to
place.